/*
 * Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
 * All rights reserved.
 *
 * This file is part of Harmattan SmashMiner OpenGL game application.
 * 
 * Harmattan SmashMiner OpenGL Example Application version 1.0.0
 *  
 * Latest update: 15.4.2011
 *
 * The Harmattan SmashMiner OpenGL example application demonstrates how to use 
 * the OpenGL ES in Harmattan devices.
 *
 * This example is provided as a starting point for 3rd party
 * developers (you) to ease the implementation of OpenGL based 
 * games. Ideas, parts of code or methodologies that this
 * example application uses can be freely used without restrictions.
 *
 * See file README.txt how to build and compile this example application
 * in the Harmattan SDK environment. 
 * 
 * See file INSTALL.txt to find out what is required to run this
 * application and how to install the application to the device or
 * alternatively in QEMU-emulator.
 *
 * The LICENSE.txt file explains the license this software is provided
 * with. A copy of the same license is included in this source file.
 * 
 */

/*
 * Copyright (C) 2011 by Nokia Corporation.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

#ifndef SOUNDENGINEPULSEAUDIO_H
#define SOUNDENGINEPULSEAUDIO_H

#include "defines.h"

#include <QObject>

#include <pulse/pulseaudio.h>
#include <QMap>
#include <qaudioformat.h>

#include "soundengine.h"

class QAudioFormat;
class PulseAudioOutput;

class SoundEnginePulseAudio : public QObject
{
    Q_OBJECT
#ifdef SMASHMINER_CONFIG_ENABLE_SOUND_ENGINE_PULSE_AUDIO
public:

    static SoundEnginePulseAudio *instance();

    void setVolumeLevel(int volumeLevel);

    void play(SoundEffectType);

    void addEffectBuffer(SoundEffectType effectType, QByteArray *buffer);

    void setSoundLength(SoundEffectType effectType, qint64 length) { Q_UNUSED(effectType);  Q_UNUSED(length); };

    void setAudioFormat(const QAudioFormat &);

    pa_threaded_mainloop *mainloop() { return pulseMainLoop; } /// Getter for Pulse Audio mainloop

    pa_context *context() { return pulseContext; } /// Getter for Pulse Audio context

    pa_sample_spec audioFormatToSampleSpec(const QAudioFormat &format);

    QAudioFormat sampleSpecToAudioFormat(pa_sample_spec spec);

#ifdef DEBUG_PULSE_AUDIO

    QString sampleFormatToQString(pa_sample_format format);

#endif

    /// Pulse Audio sinks. Used from callback methods.
    QList<QByteArray> pulseSinks;

    /// Preferred audio formats. Used from callback methods.
    QMap<QByteArray, QAudioFormat> preferredFormats;

    /// Pulse Audio default sink. Used from callback methods.
    QByteArray defaultSink;

protected:
    SoundEnginePulseAudio(QObject *parent = 0);

private:

    void serverInfo();
    void sinks();

    /// Pulse Audio sound engine instance.
    static SoundEnginePulseAudio *soundEngine;
    /// Pulse Audio mainloop API.
    pa_mainloop_api *pulseMainLoopApi;
    /// Pulse Audio mainloop.
    pa_threaded_mainloop *pulseMainLoop;
    /// Pulse Audio context.
    pa_context *pulseContext;
    /// Pulse Audio output.
    PulseAudioOutput *pulseAudioOutput;
    /// Audio format to be used at output.
    QAudioFormat audioFormat;

#endif  // SMASHMINER_CONFIG_ENABLE_SOUND_ENGINE_PULSE_AUDIO

};


#endif  // SOUNDENGINEPULSEAUDIO_H
